I have a function doing some mathematical computation and returning a double
. It ends up with different results under Windows and Android due to std::exp
implementation beging different (Why do I get platform-specific result for std::exp?). The e-17 rounding difference gets propagated and in the end it's not just a rounding difference that I get (results can change 2.36 to 2.47 in the end). As I compare the result to some expected values, I want this function to return the same result on all platform.
So I need to round my result. The simpliest solution to do this is apparently (as far as I could find on the web) to do std::ceil(d*std::pow<double>(10,precision))/std::pow<double>(10,precision)
. However, I feel like this could still end up with different results depending on the platform (and moreover, it's hard to decide what precision
should be).
I was wondering if hard-coding the least significant byte of the double
could be a good rounding strategy.
This quick test seems to show that "yes":
#include <iostream>
#include <iomanip>
double roundByCast( double d )
{
double rounded = d;
unsigned char* temp = (unsigned char*) &rounded;
// changing least significant byte to be always the same
temp[0] = 128;
return rounded;
}
void showRoundInfo( double d, double rounded )
{
double diff = std::abs(d-rounded);
std::cout << "cast: " << d << " rounded to " << rounded << " (diff=" << diff << ")" << std::endl;
}
void roundIt( double d )
{
showRoundInfo( d, roundByCast(d) );
}
int main( int argc, char* argv[] )
{
roundIt( 7.87234042553191493141184764681 );
roundIt( 0.000000000000000000000184764681 );
roundIt( 78723404.2553191493141184764681 );
}
This outputs:
cast: 7.87234 rounded to 7.87234 (diff=2.66454e-14)
cast: 1.84765e-22 rounded to 1.84765e-22 (diff=9.87415e-37)
cast: 7.87234e+07 rounded to 7.87234e+07 (diff=4.47035e-07)
My question is:
- Is
unsigned char* temp = (unsigned char*) &rounded
safe or is there an undefined behaviour here, and why? - If there is no UB (or if there is a better way to do this without UB), is such a round function safe and accurate for all input?
Note: I know floating point numbers are inaccurate. Please don't mark as duplicate of Is floating point math broken? or Why Are Floating Point Numbers Inaccurate?. I understand why results are different, I'm just looking for a way to make them be identical on all targetted platforms.
Edit, I may reformulate my question as people are asking why I have different values and why I want them to be the same.
Let's say you get a double
from a computation that could end up with a different value due to platform specific implementations (like std::exp
). If you want to fix those different double
to end up having the exact same memory representation (1) on all platforms, and you want to loose the fewest precision as possible, then, is fixing the least significant byte a good approach? (because I feel that rounding to an arbitrary given precision is likely to loose more information than this trick).
(1) By "same representation", I mean that if you transform it to a std::bitset
, you want to see the same bits sequence for all platform.